PUN Classic (v1), PUN 2 and Bolt are in maintenance mode. PUN 2 will support Unity 2019 to 2022, but no new features will be added. Of course all your PUN & Bolt projects will continue to work and run with the known performance in the future. For any upcoming or new projects: please switch to Photon Fusion or Quantum.

Replication Modes

Here is a break-down of the four replication modes for properties in Photon Bolt and how they affect who can assign what and the traffic that goes over the wire. This can be a simple option at first, but it can determine the overall behavior of an Entity State and how you can interact with it. Keep in mind, as any change to the Bolt Assets, after each modification, you must recompile Bolt (Bolt/Compile Assembly).

Description

Here we have a description of each Replication Mode available on Photon Bolt:

  • Everyone: this is the default Replication Mode mode when you create a new State property, as it's the most used form. In this case, only the Owner of the entity is able to change it's state values.
  • Everyone Except Controller:: in this case, extending the Everyone mode, the Owner still can change the state, but the Controller can also change the state. Keep in mind that all changes made to the state are not replicated to the other peers.
  • Only Owner And Controller: similar to the last mode, the Owner being able to change the state, but instead of allowing the Controller change the values locally, now the other peers (the ones not controlling the entity), are also able the modify the state (again, not being replicated).
  • Local For Each Player: the last mode allows every peer type (Owner, Controller, and Others) to modify the state values, but in this case, the values are never replicated and are available only locally, independent of who is modifying it.

Comparison Table

Here is a comparison table showing the relation between the Replications Mode and peer types:

  Owner Controller Others
Everyone Can Assign Can't Assign (receives value from Owner) Can't Assign (receives value from Owner)
Everyone Except Controller Can Assign Can Assign (not replicated) Can't Assign (receives value from Owner)
Only Owner and Controller Can Assign Can't Assign (receives value from Owner) Can Assign (not replicated)
Local for Each Player Can Assign (not replicated) Can Assign (not replicated) Can Assign (not replicated)

For more information about what Owner or Controller types means, please check Who is Who?.

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